Hey guys, so I want to refactor my save/load system to be a bit more optimized. I have creature and structure actors right now that I want to save. These both have unique id’s assigned to each instance. Some of them also have an Actor Component attached to them. My current method of saving them is by creating a new file for each actor. These files contain the actor transform, class, and a TArray<uint8> that holds all the serialized data and these 3 properties are placed inside a struct. For saving all into a single file, should I add an ID property to the struct and save a file containing an array of the structs? And then for loading, would I go through each struct inside the file and spawn the actor and if the actor is out of range of the player, I disable the renderer or something to improve performance? And for saving individual actors when I need to, would I just get the array of structs from the file and loop through it and search for the id, if it exists, overwrite that struct, if it doesn’t exist, just add a new struct? I’m sorry if this post is unclear, this is my first post I can provide more info if you need.
TL;DR: How do I make an optimized save/load system for saving actors with unique id’s. Something like ARK:Survival Evolved where lot of structures and creatures are saved and loaded in an open world map.